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临床试验/NCT07558551
NCT07558551招募中不适用

Comparison of PlayStation VR2-Based Virtual Reality vs. Classical Method in Teaching Wrist Anatomy: A Randomized Controlled Study

University of Kyrenia2 个研究点 分布在 1 个国家目标入组 80 人开始时间: 2026年5月15日最近更新:

试验速览

阶段
不适用
状态
招募中
发起方
入组人数
80
试验地点
2

研究概览

简要总结

This is a prospective, single-center, randomized controlled educational trial comparing the effectiveness of PlayStation VR2-based immersive virtual reality (VR) anatomy teaching versus classical (lecture/atlas/3D-model) teaching for wrist anatomy among first-year medical students at Kyrenia University Dr. Suat Gunsel Hospital. Eighty healthy adult students will be randomized 1:1 into a VR Group (30-35-minute PSVR2 wrist anatomy module delivered on PlayStation 5) or a Classical Group (30-35-minute faculty-led standard anatomy education using lecture, atlas, and 3D anatomical models). The primary outcome is immediate post-test knowledge score (multiple-choice questions plus visual labeling; 0-30 scale). Secondary outcomes include a 2-4-week retention test, Likert-type learning satisfaction (15-75), cognitive load (0-10), and incidence and severity of VR-related side effects (dizziness, nausea, eye strain; 0-3 ordinal). Outcome assessors are blinded to allocation. The study aims to evaluate whether immersive VR is non-inferior or superior to classical teaching for initial acquisition and short-term retention of wrist anatomy knowledge, while characterizing tolerability of consumer-grade VR in an educational setting.

详细描述

This prospective, two-arm parallel randomized controlled educational study evaluates whether PlayStation VR2-based immersive virtual reality improves wrist anatomy knowledge acquisition and retention compared to classical anatomy teaching in first-year medical students.

Background: Carpal anatomy presents significant spatial complexity, making it one of the most challenging regions for early medical students. Three-dimensional visualization tools have shown promise in anatomy education; however, no study has evaluated consumer-grade immersive VR (PlayStation VR2) as a standalone teaching intervention in this domain.

Study Design: Participants are randomized 1:1 via computer-generated allocation to either the VR Group or the Classical Group. Randomization is performed centrally prior to the educational session.

Interventions:

VR Group: 30-35 minute wrist anatomy module delivered via PlayStation 5 console and PlayStation VR2 headset, allowing interactive 3D exploration of carpal bones and surrounding structures.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Other
盲法
Single (Investigator)

盲法说明

Outcome assessors scoring the post-test and retention test were blinded to group allocation.

入排标准

年龄范围
18 Years 至 —(Adult, Older Adult)
性别
All
接受健康志愿者

入选标准

  • First-year medical student at Kyrenia University
  • Age ≥ 18 years
  • Voluntary participation
  • Signed written informed consent

排除标准

  • First-year medical student at Kyrenia University
  • Age ≥ 18 years
  • Voluntary participation
  • Signed written informed consent

研究者

发起方
University of Kyrenia
申办方类型
Other
责任方
Principal Investigator
主要研究者

Utku Gürhan

Orthopedic Surgeon, Principal Investigator

University of Kyrenia

研究点 (2)

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